Add support for gridless pathfinding
This commit is contained in:
-281
@@ -1,281 +0,0 @@
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import {getPixelsFromGridPosition} from "./foundry_fixes.js"
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import { disableSnap } from "./keybindings.js";
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export function* zip(it1, it2) {
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for (let i = 0;i < Math.min(it1.length, it2.length);i++) {
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yield [it1[i], it2[i]]
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}
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}
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export function* enumeratedZip(it1, it2) {
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let i = 0;
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for (const [v1, v2] of zip(it1, it2)) {
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yield [i, v1, v2];
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i++;
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}
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}
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export function* iterPairs(l) {
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for (let i = 1;i < l.length;i++) {
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yield [l[i - 1], l[i]];
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}
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}
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export function sum(arr) {
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return arr.reduce((a, b) => a + b, 0);
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}
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export function getSnapPointForToken(x, y, token) {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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return new PIXI.Point(x, y);
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}
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if (canvas.grid.isHex) {
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if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
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if (token.document.getFlag("hex-size-support", "borderSize") % 2 === 0) {
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const snapPoint = CONFIG.hexSizeSupport.findVertexSnapPoint(x, y, token, canvas.grid.grid)
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return new PIXI.Point(snapPoint.x, snapPoint.y)
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}
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else {
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return new PIXI.Point(...canvas.grid.getCenter(x, y))
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}
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}
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else {
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return new PIXI.Point(...canvas.grid.getCenter(x, y));
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}
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}
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const [topLeftX, topLeftY] = canvas.grid.getTopLeft(x, y);
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let cellX, cellY;
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if (token.data.width % 2 === 0)
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cellX = x - canvas.grid.h / 2;
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else
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cellX = x;
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if (token.data.height % 2 === 0)
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cellY = y - canvas.grid.h / 2;
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else
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cellY = y;
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const [centerX, centerY] = canvas.grid.getCenter(cellX, cellY);
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let snapX, snapY;
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// Tiny tokens can snap to the cells corners
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if (token.data.width <= 0.5) {
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const offsetX = x - topLeftX;
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const subGridWidth = Math.floor(canvas.grid.w / 2);
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const subGridPosX = Math.floor(offsetX / subGridWidth);
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snapX = topLeftX + (subGridPosX + 0.5) * subGridWidth;
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}
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// Tokens with odd multipliers (1x1, 3x3, ...) and tokens smaller than 1x1 but bigger than 0.5x0.5 snap to the center of the grid cell
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else if (Math.round(token.data.width) % 2 === 1 || token.data.width < 1) {
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snapX = centerX;
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}
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// All remaining tokens (those with even or fractional multipliers on square grids) snap to the intersection points of the grid
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else {
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snapX = centerX + canvas.grid.w / 2;
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}
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if (token.data.height <= 0.5) {
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const offsetY = y - topLeftY;
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const subGridHeight = Math.floor(canvas.grid.h / 2);
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const subGridPosY = Math.floor(offsetY / subGridHeight);
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snapY = topLeftY + (subGridPosY + 0.5) * subGridHeight;
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}
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else if (Math.round(token.data.height) % 2 === 1 || token.data.height < 1) {
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snapY = centerY;
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}
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else {
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snapY = centerY + canvas.grid.h / 2;
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}
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return new PIXI.Point(snapX, snapY);
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}
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export function getSnapPointForTokenObj(pos, token) {
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return getSnapPointForToken(pos.x, pos.y, token);
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}
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export function getSnapPointForMeasuredTemplate(x, y) {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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return new PIXI.Point(x, y);
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}
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let subgridWidth, subgridHeight;
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if (canvas.grid.type === CONST.GRID_TYPES.SQUARE) {
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subgridWidth = subgridHeight = canvas.dimensions.size / 2;
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}
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else {
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if (canvas.grid.grid.columns) {
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subgridWidth = canvas.grid.w / 4;
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subgridHeight = canvas.grid.h / 2;
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}
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else {
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subgridWidth = canvas.grid.w / 2;
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subgridHeight = canvas.grid.h / 4;
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}
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}
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const snappedX = Math.round(x / subgridWidth) * subgridWidth;
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const snappedY = Math.round(y / subgridHeight) * subgridHeight;
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return new PIXI.Point(snappedX, snappedY);
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}
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export function getSnapPointForEntity(x, y, entity) {
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const isToken = entity instanceof Token;
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if (isToken)
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return getSnapPointForToken(x, y, entity);
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else
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return getSnapPointForMeasuredTemplate(x, y);
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}
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export function highlightTokenShape(position, shape, color, alpha) {
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const layer = canvas.grid.highlightLayers[this.name];
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if ( !layer )
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return false;
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const area = getAreaFromPositionAndShape(position, shape);
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for (const space of area) {
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const [x, y] = getPixelsFromGridPosition(space.x, space.y);
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canvas.grid.grid.highlightGridPosition(layer, {x, y, color, alpha: 0.25 * alpha});
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}
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}
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export function getAreaFromPositionAndShape(position, shape) {
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return shape.map(space => {
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let x = position.x + space.x;
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let y = position.y + space.y;
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if (canvas.grid.isHex) {
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let shiftedRow;
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if (canvas.grid.grid.options.even)
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shiftedRow = 1
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else
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shiftedRow = 0
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if (canvas.grid.grid.options.columns) {
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if (space.x % 2 !== 0 && position.x % 2 !== shiftedRow) {
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y += 1;
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}
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}
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else {
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if (space.y % 2 !== 0 && position.y % 2 !== shiftedRow) {
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x += 1;
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}
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}
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}
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return {x, y}
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});
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}
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export function getTokenShape(token) {
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if (token.scene.data.gridType === CONST.GRID_TYPES.GRIDLESS) {
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return [{x: 0, y: 0}]
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}
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else if (token.scene.data.gridType === CONST.GRID_TYPES.SQUARE) {
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const topOffset = -Math.floor(token.data.height / 2)
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const leftOffset = -Math.floor(token.data.width / 2)
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const shape = []
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for (let y = 0;y < token.data.height;y++) {
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for (let x = 0;x < token.data.width;x++) {
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shape.push({x: x + leftOffset, y: y + topOffset})
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}
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}
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return shape
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}
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else {
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// Hex grids
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if (game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(token)) {
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const borderSize = token.data.flags["hex-size-support"].borderSize;
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let shape = [{x: 0, y: 0}];
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if (borderSize >= 2)
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shape = shape.concat([{x: 0, y: -1}, {x: -1, y: -1}]);
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if (borderSize >= 3)
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shape = shape.concat([{x: 0, y: 1}, {x: -1, y: 1}, {x: -1, y: 0}, {x: 1, y: 0}]);
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if (borderSize >= 4)
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shape = shape.concat([{x: -2, y: -1}, {x: 1, y: -1}, {x: -1, y: -2}, {x: 0, y: -2}, {x: 1, y: -2}])
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if (Boolean(CONFIG.hexSizeSupport.getAltOrientationFlag(token)) !== canvas.grid.grid.options.columns)
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shape.forEach(space => space.y *= -1);
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if (canvas.grid.grid.options.columns)
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shape = shape.map(space => {return {x: space.y, y: space.x}});
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return shape;
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}
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else {
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return [{x: 0, y: 0}];
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}
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}
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}
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export function getTokenSize(token) {
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let w, h;
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const hexSizeSupportBorderSize = token.data.flags["hex-size-support"]?.borderSize;
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if (hexSizeSupportBorderSize > 0) {
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w = h = hexSizeSupportBorderSize
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}
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else {
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w = token.data.width
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h = token.data.height
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}
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return {w, h};
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}
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// Tokens that have a size divisible by two (2x2, 4x4, 2x1) have their ruler at the edge of a cell.
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// This function applies an offset to to the waypoints that will move the ruler from the edge to the center of the cell
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export function applyTokenSizeOffset(waypoints, token) {
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if (canvas.grid.type === CONST.GRID_TYPES.GRIDLESS) {
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return waypoints
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}
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const tokenSize = getTokenSize(token);
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const waypointOffset = {x: 0, y: 0};
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if (canvas.grid.isHex) {
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if (game.modules.get("hex-size-support")?.active) {
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const isAltOrientation = CONFIG.hexSizeSupport.getAltOrientationFlag(token);
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if (canvas.grid.grid.options.columns) {
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if (tokenSize.w % 2 === 0) {
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waypointOffset.x = canvas.grid.w / 2;
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if (!isAltOrientation)
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waypointOffset.x *= -1;
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}
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}
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else {
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if (tokenSize.h % 2 === 0) {
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waypointOffset.y = canvas.grid.h / 2;
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if (isAltOrientation)
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waypointOffset.y *= -1;
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}
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}
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}
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// If hex size support isn't active leave the waypoints like they are
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}
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else {
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if (tokenSize.w % 2 === 0) {
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waypointOffset.x = canvas.grid.w / 2;
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}
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if (tokenSize.h % 2 === 0) {
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waypointOffset.y = canvas.grid.h / 2;
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}
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}
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return waypoints.map(w => new PIXI.Point(w.x + waypointOffset.x, w.y + waypointOffset.y))
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}
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export function setSnapParameterOnOptions(sourceObject, options) {
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// Allow outside modules to override snapping
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if (sourceObject.snapOverride?.active) {
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options.snapOverrideActive = true;
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options.snap = sourceObject.snapOverride.snap;
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sourceObject.snapOverride = undefined; // remove it to prevent any lingering data issues
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}
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else {
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options.snap = !disableSnap;
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}
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}
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export function isClose(a, b, delta) {
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return Math.abs(a - b) <= delta;
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}
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export function getMeasurePosition() {
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const mousePosition = canvas.app.renderer.plugins.interaction.mouse.getLocalPosition(canvas.tokens);
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const rulerOffset = canvas.controls.ruler.rulerOffset;
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const measurePosition = {x: mousePosition.x + rulerOffset.x, y: mousePosition.y + rulerOffset.y};
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return measurePosition;
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}
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// isGM function for use during loading when game.user isn't available yet
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export function early_isGM() {
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const level = game.data.users.find(u => u._id == game.data.userId).role;
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const gmLevel = CONST.USER_ROLES.ASSISTANT;
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return level >= gmLevel;
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}
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